Using Layer IDs | Twinmotion Tutorial
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- Опубликовано: 11 сен 2024
- In Twinmotion 2024.1, you can assign Layer IDs to assets, and export them as up to five separate render layers in addition to the beauty pass. Layers can be exported with included transparency (PNG or EXR), or as simple black and white masks.
Learn more about Twinmotion 2024.1 at www.twinmotion.com/updates
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Unnecessarily convoluted workflow. We just wanted a simple material ID render pass. This pass should be an automated byproduct of the rendering.
But instead, I now have to manually select objects and assign them to layers. And then export them as sperate images, significantly increasing render times. Then compile them in Photoshop. And, if while I'm in Photoshop, I realize that I have to work on an object for which I hadn't exported a pass, I now have to go back to Twinmotion and go through this absolute abomination of a workflow again.
Is this a deliberate move by Epic to discourage users from post processing outside Twinmotion?
Just 6 layers to use?
we would love to see more advanced render layers, such as sky, shadow and other more important ones.
Amazing feature, at last !! 😃
Very glad that we finally got layer IDs! Super useful.
I have another issue though which I cant seem to figure out. Rendering interior scenes with Path Tracer results in extreme amounts of noise (denoiser off because it kills the details) Even when the scene is evenly litt with artificial lights and camera on auto exposure, the only way to get less noise is to bump up the render settings to more then 2000 samples which defeats the point of (nearly) real time rendering. Any hot tips what this might be caused by? I appreciate ponters into the right direction!
Running on a high end gaming rig with latest drivers and it does not matter on which twinmotion version I test it, the noise is there...
saludos gracias 👍👍👍👍👍👍
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thank you for the tutorial!